juicy
title: “juice in games” tags:
- gamedev
- published
- juice
Juice (in Games)
—
A term that stands in for a variety of game-feel words. Pretty much means some game’s feedback mechanisms (shaders, screenshake, sounds, everything) are chunky, crunchy, gnasty with a g, etc.
There’s a talk somewhere with a break-out game and two devs ratcheting up the juice to show how the impact…
Effect examples
Section titled “Effect examples”brief action pause/freeze to emphasize bigger impact hits
Section titled “brief action pause/freeze to emphasize bigger impact hits”street fighter punches zelda big hits
called sleep in game maker probably a sceneTree.pause in godot
slow motion
Section titled “slow motion”squash and stretch
Section titled “squash and stretch”item delay - carried items lag behind
Section titled “item delay - carried items lag behind”gun recoil
Section titled “gun recoil”super crate box move player back when you shoot
strafing
Section titled “strafing”moving left/right while shooting doesn’t change the direction you’re facing
release shoot to turn
bullets
Section titled “bullets”muzzle flash
Section titled “muzzle flash”first frame of bullet animation - just a circle
impact
Section titled “impact”on enemy, on wall
every bullet hits SOMETHING movie shoot outs in bars
player trail
Section titled “player trail”line or particles or dust or clones
taking damage
Section titled “taking damage”white flash
Section titled “white flash”knockback
Section titled “knockback”death paint
Section titled “death paint”something permanent and earned, changed by player actions
permanence
Section titled “permanence”leave the bodies sense of previous combat
screen shake
Section titled “screen shake”wobble
Section titled “wobble”shock wave
Section titled “shock wave”chromatic abberation
Section titled “chromatic abberation”splitting the rgb channels
dust/particles get pushed around
camera
Section titled “camera”lerp, smooth lag
Section titled “lerp, smooth lag”wobble
Section titled “wobble”emphasis on pois/danger/resources
Section titled “emphasis on pois/danger/resources”look ahead/behind when turning
Section titled “look ahead/behind when turning”sounds!
Section titled “sounds!”sounds rising up a scale for a combo
Section titled “sounds rising up a scale for a combo”footsteps
Section titled “footsteps”punches
Section titled “punches”explosions
Section titled “explosions”environment
Section titled “environment”variety: pitch-bend
Section titled “variety: pitch-bend”blending multiple sounds
Section titled “blending multiple sounds”particles
Section titled “particles”running dust trails
Section titled “running dust trails”landing dust
Section titled “landing dust”screen fog/particles
Section titled “screen fog/particles”look at POIs
Section titled “look at POIs”text effects
Section titled “text effects”size (grow/shrink/repeat)
Section titled “size (grow/shrink/repeat)”wobble
Section titled “wobble”hotline miami
borders
Section titled “borders”particles
Section titled “particles”experience, level up glow
Section titled “experience, level up glow”game examples
Section titled “game examples”Super Crate Box
Section titled “Super Crate Box”super meat boy
Section titled “super meat boy”hotline miami
Section titled “hotline miami”super time force
Section titled “super time force”super hexagon
Section titled “super hexagon”Resources
Section titled “Resources”Most of these are contained in my Best Game Talks youtube playlist:
https://www.youtube.com/playlist?list=PL2gEO25pE6dqsPxgajrZSuqutgzZSjnk5
Juice it or lose it
Section titled “Juice it or lose it”Juice it or lose it
The classic talk on the subject.
The Art of Screenshake
Section titled “The Art of Screenshake”Jan Willem (JW) Nijman - half of Vlambeer
References:
- Juice it or lose it
- cactus igs 2009
Cactus (at igs 2009) - making a game is like making a baby
Section titled “Cactus (at igs 2009) - making a game is like making a baby”https://www.youtube.com/watch?v=lfDirPY-Jzc
cactus (jonatan soderstrom, game dev) (hotline miami dev)
quality: hand-held content: great!
like making a baby!
game dev: beginning, like conception (sex!)
- later, you get fat, and it’s a ton of work
- your friends lose respect for you
- then, birth - getting it out there, the hardest part, painful not fun
- then, not what you expected
creativity:
- experiment a lot
- dare to be serious
- renew your concept
- doesn’t need to be fun
- create an atmosphere
recs: sfxr
fun game examples at the end
idea: finding different endings! like: the stanley parable
Math for Game Programmers: Juicing Your Cameras with Math
Section titled “Math for Game Programmers: Juicing Your Cameras with Math”https://www.youtube.com/watch?v=tu-Qe66AvtY
Squirrel Eiserloh, SMU Guildhall
EXCELLENT talk on juicy camera work.
references:
- Juice it or lose it
- the art of screenshake
points of focus vs points of interest
pof should probably stay in view poi are hinted at: proximity * importance
Math for Game Programmers: Fast and funky 1D nonlinear transformations
Section titled “Math for Game Programmers: Fast and funky 1D nonlinear transformations”https://www.youtube.com/watch?v=mr5xkf6zSzk
Squirrel Eiserloh, SMU Guildhall
easing functions on steroids
from comment: ‘tunable normalized sigmoid function’ It can represent most of these shapes with just a change in a constant?
most important number ranges: [0, 1], [-1, 1]
perception of alpha is non-linear
easing functions filter functions lerping functions tweening functions
ease-in - name is bad, it refers to ‘fast at the end’ better name: smooth start
smoothstop (ease-out without sqrt) flip - square - flip (1 - x, x^2, 1 - res)
library functions:
- smoothStart2345
- smoothStop2345
mixing/weighting/blending
smoothstart2.2 = mix(smoothstart2, smoothstart3, 0.2) (80/20 weight)
weight as the time
smoothstep = mix(smoothStart, smoothStop, t) # t is time during easing
scale = t * f(t) reverseScale = (1-t) * f(t) arch = scale(flip(t)) = t * (1-t) smoothStartArch3 = scale(arch2, t) = x^2 * (1-x) smoothStopArch3 = reverseScale(arch2, t) = x * (1-x)^2
GMTK: secrets of game feel and juice
Section titled “GMTK: secrets of game feel and juice”https://www.youtube.com/watch?v=216_5nu4aVQ
gmtk
Good examples of game feel!
More Mountains: Feel, make your game feel good
Section titled “More Mountains: Feel, make your game feel good”https://www.youtube.com/watch?v=7wqzvc7Xg3s
why your death animation sucks
Section titled “why your death animation sucks”https://www.youtube.com/watch?v=pmSAG51BybY
nicolae berbece, xelubest, xelu_best
Move Or Die - game
game feel, input feedback
pitch-bend adds variation to sounds
can we make this button fun to press?
Section titled “can we make this button fun to press?”https://www.youtube.com/watch?v=7L1B5YaxxoA
pretty awesome, excellent video, and not too long
worth implementing yourself
- impact/reward
- challenge
- fantasy
Clones
Section titled “Clones”Creating some classics and juicing them up - fun way to learn what makes games fun.
And, a nice creative box to trap yourself in.
juicy snake
Section titled “juicy snake”juicy chess
Section titled “juicy chess”juicy super crate box
Section titled “juicy super crate box”juicy asteroids
Section titled “juicy asteroids”juicy space-shooter
Section titled “juicy space-shooter”related game topics
Section titled “related game topics”See all game dev topics.